<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        * {
            margin: 0;
            padding: 0;
        }
    </style>
</head>

<body>
    <canvas id="canvas"></canvas>
</body>
<script id="ColorVertexShader" type="x-shader/x-vertex">
    attribute vec4 a_Position;
    uniform float u_PointSize;
    uniform mat4 u_ModelM4;
    uniform mat4 u_PvM4;
    void main(){
        gl_Position = u_PvM4 * u_ModelM4 * a_Position;
        gl_PointSize = u_PointSize;
    }
</script>
<script id="ColorFragmentShader" type="x-shader/x-fragment">
    precision mediump float;
    uniform vec4 u_Color;
    uniform vec2 u_CanvasPosi;
    void main(){
        gl_FragColor = vec4(gl_FragCoord.x / u_CanvasPosi.x,gl_FragCoord.y / u_CanvasPosi.y,1,1);
    }
</script>
<script type="module">
    import { Matrix4, Vector3, Color, OrthographicCamera, PerspectiveCamera, Spherical } from '../js/three.module.js';
    import { CreateProgram, imgPromise } from '../js/Utils.js';
    import lib from '../js/ThreeLib.js';
    import CameraController from '../js/CameraController.js'
    import Poly from '../js/Poly4.js'

    import Geo from '../js/Poly/Geo.js'
    import Mat from '../js/Poly/Mat.js'
    import Obj3D from '../js/Poly/Obj3D.js'
    import Scene from '../js/Poly/Scene.js'



    //#region gl
    const canvas = document.getElementById("canvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight - 4;

    const gl = canvas.getContext("webgl", { antialias: true, });

    // gl.enable(gl.DEPTH_TEST);//开始背景遮挡会频闪
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);//去图片描边
    //#endregion


    let program = CreateProgram(gl,
        document.querySelector('#ColorVertexShader').innerText,
        document.querySelector('#ColorFragmentShader').innerText);


    const scene = new Scene({ gl: gl });

    const pvM4 = new Matrix4();
    const modelM4 = new Matrix4();

    const eye = new Vector3(0, 0, 3);
    const lookAt = new Vector3(0, 0, 0);

    const camera = new PerspectiveCamera(45, canvas.width / canvas.height, 1, 20);
    const cameraController = new CameraController({
        canvas: canvas,
        camera: camera,
        pvMatrix: pvM4,
        rendEvent: draw,
        eye: eye,
        lookAt: lookAt,
    })

    const nodeLength = 0.03;
    const nodeArr = [
        -nodeLength, nodeLength, -nodeLength,
        -nodeLength, nodeLength, nodeLength,
        nodeLength, nodeLength, nodeLength,
        nodeLength, nodeLength, -nodeLength,
        -nodeLength, -nodeLength, -nodeLength,
        -nodeLength, -nodeLength, nodeLength,
        nodeLength, -nodeLength, nodeLength,
        nodeLength, -nodeLength, -nodeLength,
    ];

    const canvasPosiArr = [
        0, 1,
        0, 0,
        1, 0,
        1, 1,
    ];

    const elementArr = [
        0, 1, 2, 0, 2, 3,
        1, 5, 6, 1, 6, 2,
        5, 4, 7, 5, 7, 6,
        4, 0, 3, 4, 3, 7,
        2, 6, 7, 2, 7, 3,
        0, 4, 5, 0, 5, 1,
    ];

    const radius = 0.2;

    let obj01 = new Obj3D({
        geo: new Geo({
            data: {
                'a_Position': { size: 3, array: new Float32Array(nodeArr) },
            },
            element: {
                array: new Uint8Array(elementArr)
            }
        }),
        mat: new Mat({
            program: CreateProgram(gl,
                document.querySelector('#ColorVertexShader').innerText,
                document.querySelector('#ColorFragmentShader').innerText),
            mode: ['TRIANGLES'],
            data: {
                'u_PvM4': { type: 'uniformMatrix4fv', value: pvM4.elements },
                'u_ModelM4': { type: 'uniformMatrix4fv', value: modelM4.elements },
                'u_PointSize': { type: 'uniform1f', value: 30 },
                'u_CanvasPosi': { type: 'uniform2fv', value: [canvas.width, canvas.height] },
            },
        }),
    });
    let obj02 = new Obj3D({
        geo: new Geo({
            data: {
                'a_Position': { size: 3, array: new Float32Array(nodeArr) },
            },
            element: {
                array: new Uint8Array(elementArr)
            }
        }),
        mat: new Mat({
            program: CreateProgram(gl,
                document.querySelector('#ColorVertexShader').innerText,
                document.querySelector('#ColorFragmentShader').innerText),
            mode: ['TRIANGLES'],
            data: {
                'u_PvM4': { type: 'uniformMatrix4fv', value: pvM4.elements },
                'u_ModelM4': { type: 'uniformMatrix4fv', value: modelM4.elements },
                'u_PointSize': { type: 'uniform1f', value: 30 },
                'u_CanvasPosi': { type: 'uniform2fv', value: [canvas.width, canvas.height] },
            },
        }),
    });
    scene.add(obj01);
    scene.add(obj02);


    scene.draw();




    function draw() {
        scene.setUniform('u_PvM4', { value: pvM4.elements })
        scene.draw();
    }


    let angle = 0;
    (function ani() {
        angle += 1;

        const lb = Math.cos(angle * Math.PI / 180) * radius;
        const db = Math.sin(angle * Math.PI / 180) * radius;

        let m4 = new Matrix4()
            .multiply(new Matrix4().setPosition(lb, 0, db))
            .lookAt(
                new Vector3(lb, db, 0),
                new Vector3(0, 0, 0),
                new Vector3(0, 1, 0)
            );
        obj02.setUniform('u_ModelM4', { value: m4.elements });

        draw();

        requestAnimationFrame(ani);
    })();

</script>

</html>